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INFLUENCE OF HEALTH ENERGY SERVICES AND CONFIDENCE ON PATIENT SUCCESSIONS IN THE PROVISIONS OF EASTERN LAMP Sugiono Sugiono; Dede Dede; Hikmatul Aliyah Hikmatul Aliyah; Riyan Ferdiyansah
Journal of Research in Social Science and Humanities Vol 4, No 1 (2024)
Publisher : Utan Kayu Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47679/jrssh.v5i1.125

Abstract

The success and success of the role of a health institution is to serve the community or the patient well and properly in order to improve the health and nutritional status of the community so that the people can feel comfort, security and can increase the satisfaction and confidence in the health institution. The study is entitled “Pengruh trust and medical service to patient satisfaction in the Puskesmas of Pakuan Aji Lampung East. The purpose of this study is to know the influence of trust and service performed jointly – equally (simultaneously) or individually (partially) on the satisfaction of patients in Puskesmas Pakuan Aji. This research is a type of quantitative research using pursiposive sampling techniques to collect data, the population in this study are patients Puskesmas Pakun Aji Lampung East. And as many as 100 people were responding to this study, as well as using a dual linear regression analysis tool with the SPSS 25 application. Based on the results of the T-Test that the confidence variable (X1) has a significant influence on patient satisfaction (Y) and the health care variables (X2) have a significant impact on patients satisfaction(Y). On the basis of the test F on this study, it can be concluded that the trust variable(X1) and health care services(X2) together (simultaneously) have a positive and significant effect on the patient’s satisfaction variable. (Y).
PENGARUH GAMIFIKASI, PERSONALISASI, LOYALTY POINTS, DAN NOTIFIKASI PUSH TERHADAP RETENSI PELANGGAN DI APLIKASI BELANJA ONLINE DI LAMPUNG TIMUR Sugiono Sugiono; Putri Sandora; Salmansyah Perlindungan
Technologia : Jurnal Ilmiah Vol 17 No 2 (2026): Technologia (April)
Publisher : Fakultas Teknologi Informasi, Universitas Islam Kalimantan Muhammad Arsyad Al Banjari, di bawah koordinasi UPT Publikasi dan Pengelolaan Jurnal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31602/tji.v17i2.23205

Abstract

Perkembangan teknologi digital yang pesat menuntut pelaku bisnis e-commerce untuk menerapkan strategi retensi pelanggan yang inovatif agar mampu mempertahankan loyalitas konsumen di tengah kompetisi yang semakin ketat. Penelitian ini bertujuan untuk menganalisis pengaruh Gamifikasi, Personalization, Loyalty Points, dan Notifikasi Push terhadap Retensi Pelanggan pada aplikasi belanja online. Pendekatan penelitian yang digunakan adalah kuantitatif korelasional, dengan sumber data primer yang dikumpulkan melalui kuesioner kepada konsumen aplikasi belanja online di Kabupaten Lampung Timur. Analisis data dilakukan menggunakan regresi linier berganda dengan bantuan perangkat lunak SPSS versi 26, serta melalui uji asumsi klasik, uji t, uji F, dan koefisien determinasi (R²).Hasil penelitian menunjukkan bahwa seluruh variabel independen memiliki pengaruh positif dan signifikan terhadap retensi pelanggan, baik secara simultan maupun parsial. Variabel Loyalty Points memiliki pengaruh paling dominan dengan koefisien β = 0.402, diikuti oleh Personalization (β = 0.290), Gamifikasi (β = 0.171), dan Notifikasi Push (β = 0.181). Nilai R² sebesar 0.736 mengindikasikan bahwa 73,6% variasi retensi pelanggan dijelaskan oleh keempat variabel tersebut. Temuan ini memperkuat relevansi teori Self-Determination Theory (SDT), Expectation Confirmation Theory (ECT), Theory of Planned Behavior (TPB), dan Stimulus Organism Response (SOR) dalam konteks perilaku pengguna aplikasi e-commerce.Kebaruan (novelty) penelitian ini terletak pada integrasi empat elemen strategis digital marketing, gamifikasi, personalisasi, program loyalitas, dan notifikasi push dalam satu model empiris yang komprehensif untuk menjelaskan mekanisme retensi pelanggan di platform belanja online. Secara praktis, hasil penelitian ini memberikan rekomendasi bagi pengembang aplikasi dan manajer pemasaran digital untuk merancang pengalaman pengguna yang interaktif, relevan, dan berbasis motivasi intrinsik guna meningkatkan loyalitas pelanggan secara berkelanjutan.
PENGARUH USER EXPERIENCE DESIGN, NAVIGATION EASE TERHADAP E-SATISFACTION DI APLIKASI MARKETPLACE MOBILE SHOPEE DI KECAMATAN LABUHAN MARINGGAI Sugiono Sugiono; Putri Sandora; Buchori Buchori; Nurkholis Nurkholis
Technologia : Jurnal Ilmiah Vol 17 No 2 (2026): Technologia (April)
Publisher : Fakultas Teknologi Informasi, Universitas Islam Kalimantan Muhammad Arsyad Al Banjari, di bawah koordinasi UPT Publikasi dan Pengelolaan Jurnal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31602/tji.v17i2.23207

Abstract

Penelitian ini bertujuan untuk menganalisis pengaruh User Experience Design dan Navigation Ease terhadap E-Satisfaction pada pengguna aplikasi Marketplace Mobile Shopee. Penelitian ini menggunakan pendekatan kuantitatif korelasional, dengan pengumpulan data primer melalui penyebaran kuesioner berskala Likert kepada 100 responden Generasi Z di Kecamatan Labuhan Maringgai. Data dianalisis menggunakan regresi linier berganda, Hasil analisis menghasilkan persamaan regresi sebagai berikut:[Y = 17,000 + 0,340X₁ + 0,399X₂] di mana User Experience Design (X₁) dan Navigation Ease (X₂) berpengaruh positif terhadap E-Satisfaction (Y). Hasil uji t (parsial) menunjukkan bahwa User Experience Design memiliki nilai t = 5,038 (Sig. = 0,000) dan Navigation Ease memiliki nilai t = 5,995 (Sig. = 0,000), yang berarti keduanya berpengaruh signifikan terhadap E-Satisfaction. Hasil uji F (simultan) menunjukkan nilai F = 59,604 dengan Sig. = 0,000 (< 0,05), yang menandakan bahwa kedua variabel independen secara bersama-sama berpengaruh signifikan terhadap E-Satisfaction. Sementara itu, nilai koefisien determinasi (R²) sebesar 0,549 menunjukkan bahwa 54,9% variasi kepuasan pengguna dijelaskan oleh kedua variabel tersebut, sementara 45,1% sisanya dipengaruhi oleh faktor lain di luar model penelitian. Temuan ini mendukung teori User Experience (Norman, 2013), Technology Acceptance Model (TAM) (Davis, 1989), dan Expectation Confirmation Theory (ECT) (Oliver, 1980), yang menegaskan bahwa pengalaman desain dan kemudahan penggunaan merupakan determinan utama kepuasan digital. Penelitian ini juga mengonfirmasi bahwa Generasi Z memiliki sensitivitas tinggi terhadap kualitas visual dan kemudahan navigasi aplikasi.
THE EFFECT OF LIVE-STREAM SHOPPING AND FLASH SALES ON IMPULSE BUYING ON TIKTOK SHOP Buchori Buchori; Sugiono Sugiono; Muhamad Abidin Nur
Journal of Research in Social Science and Humanities Vol 6, No 2 (2026)
Publisher : Utan Kayu Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47679/jrssh.v6i2.664

Abstract

This study aims to examine the effects of live-streaming shopping and flash sales on impulse buying among TikTok Shop users in Braja Selebah District, Indonesia. A quantitative approach with a correlational research design was employed. Primary data were collected through questionnaires administered to 100 respondents selected using purposive sampling. The research instruments were assessed for validity and reliability, while the data were analyzed using multiple linear regression, partial t-tests, simultaneous F-tests, and the coefficient of determination (R²) with the assistance of statistical software.The results indicate that, partially, both live-streaming shopping and flash sales have positive and significant effects on impulse buying. Simultaneously, the two variables also exert a significant influence on consumers' impulse-buying behavior. Among the two predictors, live-streaming shopping demonstrates a stronger effect than flash sales, suggesting that interactivity, real-time communication, and immersive shopping experiences are more effective in stimulating unplanned purchases than time-limited discount promotions. The coefficient of determination (R²) of 46.6% indicates that the proposed model has a moderate explanatory power in accounting for variations in impulse-buying behavior.The novelty of this study lies in the simultaneous examination of live-streaming shopping and flash sales within an integrated empirical model, particularly in the context of TikTok Shop users in a semi-urban area, which remains relatively underexplored in previous studies. This study contributes to the literature on digital consumer behavior by providing empirical evidence regarding the role of interactive and urgency-based marketing mechanisms in stimulating impulse buying. From a practical perspective, the findings provide valuable insights for online retailers, digital marketers, and TikTok Shop sellers in designing more effective marketing strategies by integrating real-time consumer interaction with scarcity- and urgency-based promotional approaches.
DESAIN LAPORAN KEUANGAN BERBASIS MICROSOFT EXCEL PADA UMKM SeptianaMS03; Sugiono; Tukasno
Jurnal Peduli : Jurnal Pengabdian Kepada Masyarakat Vol. 2 No. 1 (2022)
Publisher : LPPM STAI DARUSSALAM LAMPUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (388.009 KB) | DOI: 10.51226/pdl.v2i1.435

Abstract

The goal of this study is to arm MSME stakeholders with information and understanding so they can grow MSMEs by embracing technology. In some circumstances, this causes fresh issues when making judgments down the road. Microsoft Excel is a handy tool for modern financial reports that makes it simpler to record transactions for a certain time period. It is envisaged that by using this application, MSME players will stop manually recording reports, making it simpler for outsiders and MSME actors to view financial data. This study uses participatory action research as its methodology (PAR). Additionally, the outcomes of this study are through conducting training on the design of financial reports based on Microsoft Excel to assist MSME actors in making them.